Jonny Quest - Season 1

Overview

onny Quest – often casually referred to as The Adventures of Jonny Quest – is an American animated science fiction adventure television series about a boy who accompanies his scientist father on extraordinary adventures. It was produced by Hanna-Barbera Productions for Screen Gems, and created and designed by comic book artist Doug Wildey.

Inspired by radio serials and comics in the action-adventure genre, it featured more realistic art, characters, and stories than Hanna-Barbera's previous cartoon programs. It was the first of several Hanna-Barbera action-based adventure shows – which would later include Space Ghost, The Herculoids, and Birdman and the Galaxy Trio – and ran on ABC in prime time on early Friday nights for one season in 1964–1965.

After spending two decades in reruns, during which time it appeared on all 3 major US television networks of the time, new episodes were produced for syndication in 1986 as part of The Funtastic World of Hanna-Barbera's second season. Two telefilms, a comic book series, and a more modern revival series, The Real Adventures of Jonny Quest, were produced in the 1990s.

Episodes

Five ships disappear in the Sargasso Sea. Finally, there's a survivor, who describes a ""thin, red light"". The authorities bring in noted scientist Dr. Benton Quest. Together with son Jonny, bodyguard Race Bannon, and (of course) Bandit the dog, Dr. Quest investigates. Someone is conducting laser experiments from a converted galleon, and plans to shoot down the new Man In The Moon rocket! It's up to Jonny, his father, and their friends to stop this scheme.

An satellite missile is sabotaged to land in the Arctic and is to be recovered by some people with a submarine. They would use the technology in the missile for their uses. When the Quest teams figures it out the only thing they can do is destroy the missile and head back home.

Dr. Ahmed Kareem steals the statue of Anubis from the Temple of Anubis. He plans to implicate an outsider for the theft, and unify Arab nations against the outside world. The outsider he chooses is Benton Quest! But his plan almost succeeds: he traps Dr. Quest and Race in an old tomb with the statue. There they will be found with the statue. In the end, he discovers the horrifying truth: the Curse of Anubis - death to those who violate his temple - is all too real. Anubis sends someone to retrieve his statue and punish Dr. Kareem.

Dr. Emil Hartmann, an anthropologist, is studying the Po Ho Indians when they capture him. His wife Dreena calls Dr. Quest for help.

The Quest team arrives at the Hartmann's home, determined to recover the doctor. When Dr. Quest examines the spot where Dr. Hartmann disappeared, he, too, is taken! Now Race and the boys must find both men. But why were they taken? The answer is a sinister one -- the men are to be sacrified to the Po Ho fire god in a gruesome ceremony that involves the victims, a pit, and a whole lot of hot coals.

Race makes a few engineering changes to the canoes, then dyes himself purple and pretends to be the water god -- if he can distract the Indians long enough, he can free the two scientists. But it doesn't work -- the Indians aren't scared enough of their water god to risk angering their fire god.

So Race sneaks back at night, and manages to free Emil Hartmann. But as he's freeing Dr. Quest, a sentry wakes up, and the entire tribe is quickly roused. A chas

The Maharajah of Jahilipur, and his associate, Abdul Kassim, have completed Phase One of their plan to produce fake gold! They've faked the death of Professor Gunderson, inventor of the process, and imprisoned him in a worked out mine. There, he will produce false gold for them.

Agent Corbin of Intelligence One realizes there's skulduggery afoot. He knows the mine from which ""gold"" is flowing was tapped out fifty years ago. What he doesn't know is where the gold is really coming from. That's where the Quest team enters the picture. Under cover of a tiger hunt, the Quest team travels to Jahililpur to uncover the scheme and put a stop to it. Surviving several attempts on their lives, they reach the mine, and thwart Kassim. But the real mastermind promises Doctor Quest that they'll meet again...

The Quest team, and guide Montoya, are searching for the lost city of MÃ¡lÃ¡tan in South America. From the start, the expedition is plagued by accidents and ill omens. It turns out these are the work of Perkins, who is trying to scare off the Quest team, as he has scared off others. This will give him a clear field to search for the treasure legend says is hidden somewhere in the city.

Meanwhile, the Quest team finds and frees an Indian who Montoya staked out as a warning to other workers -- work, or be punished!

The last straw is when the boys' tent catches fire (with a little help). Dr. Quest decides it's too dangerous to stay; the team packs up and prepares to leave -- when Jonny happens to learn against the right panel, which opens! Jonny has found the treasure! Too bad Perkins has found the team!

Locked in a dank cell, the team ponders escape ... which comes in the form of the native they'd saved earlier, who knows a secret way out of the cell! From there, the team must evade

Dr. Quest, Race, and Jonny are in Calcutta investigating the use of nerve gas on a number of mountain sheep herders. They are introduced to Hadji when he foils an assassination attempt on Dr. Quest. The four head off in search of the assassins and the men behind the use of nerve gas. With the help of a Indian merchant named Pasha Peddler, they discover a secret weapons factory inside a mountain. Dr. Quest, however, is captured and taken within the mountain. He is eventually rescued by Race. After they leave, Dr. Quest uses his sonic amplifier to create an avalanche which buries the assassins and destroys the weapons factory.